General
Flanking provides a +2 bonus to hit
Actions can be downgraded into Bonus Actions if needed.
When you grapple an another creature and drag them, the grappled chooses the path they follow you while remaining adjacent.
Sleight Of Hand can be used to pick locks and disarm mundane traps. If you have both sleight of hand and the relevant tool, you gain advantage on the check.
At the start of your turn, you may choose to swap to another weapon set. You are locked to that weapon set until the start of your next turn. If a player does not swap weapon sets, they may still change weapons using the normal draw/stow rules. A weapon set is defined as: a single weapon, a weapon and a shield, two weapons, or a weapon and another item (scroll, staff, etc).
Magic
Spellcasting
Many spells have been modified. See the Spells page for more info.
To identify what spell is being cast, make a free action knowledge check.
You must be trained in the relevant skill to do so.
This is especially relevant to using Counterspell.
Scrolls
Spells cast from a scroll still require the relevant amounts of Chroma
Classes
Multiclass
When you would gain the Extra Attack feature for a second time, you gain a bonus feat instead.
Cleric
Turn Undead allows an affected creature to make a saving throw at the end of each round to end the effect.
Divine Intervention may only replicate the effects of a spell with a casting time of action or bonus action.
Ranger
At Ranger 6, Hunter's Mark no longer requires concentration.
At Ranger 13, Hunter's Mark can be moved to a new target as a free action.
Rogue
At Rogue 6, you gain an additional sneak attack die.
Feats
Origin Feats
Savage Attacker
Once per turn when you deal damage with a weapon, you can reroll the weapon’s damage dice and use the second result.
General Feats
Elemental Adept
When you roll a 1 on a damage die with your chosen element, you can reroll that die and use the second result.
Fighting Style Feats
Great Weapon Fighting
When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1, 2, or 3 on a damage die as a 4. The weapon must have the Two-Handed or Versatile property to gain this benefit.